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- CAS Parts - TUTORIAL: Using Blender 2.9+ for CAS Projects
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#1
26th May 2023 at 7:08 AM
Last edited by CardinalSims : 8th Dec 2024 at 4:40 AM.
Reason: Major Update!
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TUTORIAL: Using Blender 2.9+ for CAS Projects
Using Blender 2.9+ for CAS Projects08/12/24 THE BIG BLUE UPDATE - see comment for changelog.
Welcome to my all-in-one reference page for using Blender to make CAS Parts for The Sims 3. Over a year later from the first incarnation, I’m far more experienced modder and 3D artist- so it’s time for a refresh.
There is a Google Doc version of the tutorial here.
(Hover over the headers in the document for the option to collapse entire sections, and hover over any images too large for your screen for the scrollbar.)
Psst… what is a CAS Part?
Any item made up of resources that belong to a CASP entry- accessories, hair, tops, bottoms, full body outfits, shoes, and even makeup. All of these use the .simgeom mesh format, so they’re compatible with this setup.
This guide contains a set of template .blend files with instructions on how to make the most of them, as well as a quick reference for Blender shortcuts to get you started using this software to edit meshes or refresh your memory after a break.
The only software covered in this guide:
- Blender
- GEOM Tools plugin for Blender
Which Version of Blender?
All of my examples are from 2.93 LTS - if you are a beginner, please use this version for ease of access. You may already have one or more installed from previous work, but it’s common to have multiple versions of Blender.
Unlike most other software that should be kept up-to-date, you can think of each version of Blender as a separate tool.
Features can vary between versions, making each release appropriate for different work.
If in doubt, or encountering an error, use the same version being used by the instructions you’re following.
New to Blender or Returning to 2.9+?All of my examples are from 2.93 LTS - if you are a beginner, please use this version for ease of access. You may already have one or more installed from previous work, but it’s common to have multiple versions of Blender.
Unlike most other software that should be kept up-to-date, you can think of each version of Blender as a separate tool.
Features can vary between versions, making each release appropriate for different work.
If in doubt, or encountering an error, use the same version being used by the instructions you’re following.
Templates
I’ve included my own template .blend files for you to use in any Blender version 2.9 or higher. There are many more advanced features than the older tutorial’s DIY.
Features include:
- A workspace laid out with minimal distractions.
- Nude and clothed body variants.
- Morphs as Shape Keys.
- Rigged for posing, with premade poses included.
Downloads here: https://drive.google.com/drive/fold...W6Q?usp=sharing
I'll see about attaching them to the post in the future, the site currently doesn't support attaching .blend!
Usage Guide
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Each template opens to a large viewport focused on the main nude body, each with a soft pastel colour on their material to easily set them apart from your meshes and Blender’s interface without being hard on the eyes.
I have highlighted the areas and buttons that you will work with the most.
For most projects, you can start here and use the body as a reference for the location and scale of your mesh. All conversions will involve editing your mesh to fit this body.
If you are using a laptop without a mouse, head to Edit > Preferences > Input to enable Emulate 3 Button Mouse for the MMB controls.
I highly recommend investing even in the cheapest external mouse available if you are going to be using Blender a lot!
Save As
Utilise Save As to leave the original template unmodified.
That way, you can make all kinds of changes to the contents and have a fresh template to use on each new project.
If you ever accidentally save over the original, you can always redownload it.
Scene Collection
There are two folders in the Scene Collection.
BASE contains the visible body mesh, a hidden variant in a full body outfit, and a hidden rig.
‘Project’ is empty, it’s there for your meshes if you wish.
Whichever folder is selected (including Scene Collection itself) is where a newly imported mesh will go, so if you don’t see your mesh in the list make sure to check collapsed folders.
Full Body Outfit
A variant with a basic set of clothes is included with both templates. Hide _BODY and unhide _CLOTHED to use this reference instead.
This is primarily useful if you’re making hair.
Clipping with clothes will be unavoidable, but can be reduced by leaving some space between the hair and the skin- and accounting for common mesh pieces like the collars of shirts.
Making Clothes
If you’re a 3D artist, beginner or advanced, who wants to make Sims clothing from scratch, you can start modelling directly on the BODY mesh according to whichever workflow you prefer.
This could be utilising the original geometry to extrude new form-fitting parts, duplicating and solidifying, or retopologizing a new shape entirely.
When you’re done, you can select and delete the unnecessary parts.
Including Body Parts
If you’ve worked with Sims clothing before, you’ll know that the arms , legs, neck, and such are part of the clothing mesh.
If you make a new mesh or convert one, you’ll need to include the visible parts and delete the obscured ones.
Select the parts you need from the BODY mesh and Separate them, then Join them to your new mesh.
The BODY mesh has all of its bone weights fully intact. You can keep perfect assignments in locations that copy imperfectly from reference, like fingers and the inner leg, if you export as .geom.
Morphs
I’ve added the body morphs to the template, for reference purposes to aid the creation of manual morphs in Blender..
In the Object Properties tab, the BODY mesh has all four morphs set in the Shape Keys dropdown.
Make sure you’re in Object Mode to click and drag the Value slider to 1.0.
More than one morph may be applied at a time. In-game, the Fat and Thin slider are each end of the same slider- so only one should be used.
Testing Bones with Poses
To preview bone weights without being in-game, all of the body meshes are rigged and have a Pose preset.
To use, add an Armature modifier to your mesh and set the Object to the auRig.
Select the _rig and navigate to Object Data- the icon will be a green stick figure. It does not need to be unhidden.
Switch to Pose Position. Both the body mesh and your mesh (if it has the appropriate bone weights) will pose.
The female template also includes a ‘pose’ that mimics the in-game breast slider, which is a bone scale rather than a morph, for previewing the effect on long hairs.
Select the BreastSlider in the Pose Library, then the magnifying glass icon to Apply Pose Library Pose. To reset, select BoneTest and the magnifying glass icon again.
Blender Quick Reference
Select Linked
Vertex - Edge - Face Select
You can also use the buttons in the top left.
Proportional Editing
Use the mouse wheel to adjust the strength of the effect.
From the dropdown, select ‘Connected Only’ to influence only linked geometry.
Apply Transforms
This data can be lost if not applied.
In Object Mode, CTRL A to open the Apply menu and select All Transforms.
Face Orientation
Select faces in Edit Mode and use Mesh > Normals > Flip to swap their orientation.
Duplicate
Alternatively, press CTRL C followed by CTRL V.
To duplicate in Edit Mode, select the area you want to duplicate and press SHIFT D. Right click to confirm, and press P > Separate to split into its own object.
Flip / Mirror
Right click to confirm.
This can reverse normals, so switch on Face Orientation to check your mesh.
Preview Textures
Blender’s default material has specular shine set to 50%, drag to reduce if the preview looks too glossy.
Preview Transparency
In Material Properties, navigate to the Settings dropdown and change Blend Mode to Alpha Hashed.
Back in the Layout tab, your mesh should now have the correct transparency. A grainy effect on moving the camera is normal.
UV Sync
By default, only the UVs of selected geometry are visible in the UV Editor.
Merging UV Maps
Make sure to double check the naming used before joining objects of different origin, or the additional UV will be lost.
Double click to rename.
Dead Link Redundancy / Legacy Information
Pre-made templates are great, but all of the features are unintuitive to teach you to make from scratch. If there comes a day that the attached download is lost and you’re stuck only with the text contents of this tutorial, wondering what the essentials are, I’ll point you in the direction of the basics.
The very general .blend file should just have the head and body of a sim so you can use it as placement reference- the other things are purely for quality of life and saving time when you revisit this workflow very often.
The required meshes are Scalp, Face, NudeTop, NudeBottom, and NudeShoes - each prefixed with their age/gender and all of which you can clone with Sims 3 Object Cloner (S3OC). Open the packages,xport the highest GEOM (LOD0 or LOD1), and import them into Blender.
F/M/U = Female, Male, Unisex
P/C/T/Y/A/E = Preschool (?) / Child / Teen / Young Adult / Adult / Elder
There are also Nysha’s body templates, which are heads and bodies that have already been merged together in .obj format. These are quick and easy to use, especially for the morphs.
I’d recommend using the .geoms if you’re including the parts with your clothing meshes. The .obj have seams and no bone weights, two steps you can skip fixing if you use .geom
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FUTURE UPDATES:
- Big Blue Updates of the hair tutorials!
- Elder, Teen, Child, Toddler, and Baby templates
- Expanded Pose Library
- Additional graphics (this is more for me than your benefit…)
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Please leave a comment here or make a new thread in the Create discussion board describing what you desire to create or what issue you’re encountering- you can ping me with @CardinalSims - but I’ll likely see it anyway, when I am around.
I prefer not to troubleshoot in private messages or Discord. The answer should be freely available to the public.
CONTINUE ON TO HAIR CREATION FROM START TO FINISH
Credits to Blender Foundation
SmugTomato for GEOM Tools
EA for the body meshes
Everyone who still enjoys learning to create for TS3
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#2
8th Dec 2024 at 4:43 AM
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Hi everyone, big update today 
CHANGELOG:
I backed up the original as a pdf if it's ever needed for some reason.
thecardinalsims - Cardinal has been taken by a fey mood!
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CHANGELOG:
- It's BIG. It's BLUE. It's UPDATED.
- Why is it blue? Because there is now a Google Doc edition of this guide, and it's formatted with Sims-adjacent colours and fonts
- Everything is still reformatted here in MTS style, if you wish.
- The old DIY Blender setup is removed entirely, now there are download links to templates I made.
- Instructions are still included as dead-link redundancy.
- There is a Usage Guide included, with graphics for every step.
- The old recommended tools has been replaced with an entire Blender Quick Reference list with GIFs for every feature.
- Blender 2.8 is no longer supported- my templates were made in 2.9 and can't be opened in earlier versions.
I backed up the original as a pdf if it's ever needed for some reason.
thecardinalsims - Cardinal has been taken by a fey mood!
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#3
23rd Dec 2024 at 12:03 PM
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Posts: 1
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#4
23rd Dec 2024 at 8:29 PM
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Posts: 777
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Quote: Originally posted by willowliz
Hello, how are you? First off, I cannot thank you enough for your amazing tutorials and resources 🫶. I'm currently trying to convert some sims 4 shoes, however the morphs do not come out right at all. I used mesh tool kits auto morph tools with several different references, but none of them gave the results I wanted. I'd like to create my own morphs as I do with hairs, based on your hair creation tutorial, but I'm not too sure how to go about it with shoes. I've tried it, but unfortunately the blender geom addon would throw an error anytime I tried to export the simgeom. I would also love to learn how to convert open toe shoes as well. I would really appreciate your help. Thank you and happy holidays in advance. |
Hi! Thank you very much
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There seems to be a bug with the morph tools and versions of Blender higher than 3, so I'd definitely recommend trying 2.93 if you aren't already. If that's not the issue, take a screenshot of the error and I'll see if I recognise it
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Luckily, the skin textures of both games are laid out quite similarly. With a TS3 skin open in the UV Editor, it mostly involves arranging the UVs so that any untextured parts of the shoe are over the correct part of the skin. If you have any specific questions, I'd be happy to help.
Happy holidays to you too.
thecardinalsims - Cardinal has been taken by a fey mood!
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